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Xennial

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Posts posted by Xennial

  1. I am pretty sure I'm the kind of player NQ wants "back". I poured stupid amounts of time into the game, was in an org, built a massive factory, etc etc. I was even happy with schematics. I also supported a full wipe of the game. I stopped playing when most of my org stopped a few months after 0.23 out of frustration with the grind and soul sapping tedium of making any good sized build. I also couldn't believe how brain dead the implementation of missions was that I couldn't put something in a box, have it delivered and someone get payed without me online. I stopped in to check out the auto mining update only to discover they botched that all the hell and back with taxes.

     

    So many core systems in this game need to have a real game designer overhaul the entire game design doc, full-wipe or no, DU is a failed project that will never reach critical mass of players. DU tried to do to many different game types at once, Sand-box, MMO, PvP, Strategy, Simulation, FPS, Industry, Building. The only one it pulled off at all was the creative building and as my org mates discovered, creatively building stuff "just for the sake of it" can only hold your attention so long. The other genre's it tried to do were all shambled together without a cohesive plan and design on how the system interact with each other and feed off or lead players into each other. Leading to a bunch of a half implemented "ideas" that play more like a tour some kid gamers wish list then a cohesive singular game experience. 

     

    Add to all this the game universe of DU is WAY to big for the pittance of players it has. It's a niche game, and the game world size should reflect that. Now they are trying to throw in a few of the 'good' ideas the community has been clamoring for in a hopes that 'release' will somehow bring back the initial rush. Good Luck. Like seriously? It took you this long to understand bots in the markets were a bad idea?

     

    The sad reality is DU would need to be overhauled at such a core level it would probably take 3 more years to even approach a state that would be full wipe->release ready. Could I sit here and write out a game design doc that would work better and a path for DU to get there? Sure, but why would I bother? NQ has proven time and time again they are so stuck in a quagmire the best they can manage is to think or hear an idea and then just throw it at the wall at hopes it improves rather then hurts gameplay.

     

    This ship has no Captain. After it fails, perhaps some entity with money and real game design chops can buy the IP, put it behind the curtain for 3 years. Then, overhaul the core systems and release it under a different name, with an actual idea of how all these system are supposed to work together, and make the real game we have all waited for. I mean for heaven sakes people, we still have ship construction/operation mechanics I could design better on the back of a napkin, and ships are the core of the game!

     

     

  2. 9 hours ago, Warlander said:

    If you are a new player you either have friends who play or you dont and if you start with another new players with friends you either bypass Sanctuary or you progress out of Sanctuary through R&D of ships, talents, building a base, and leaving for Alioth eventually. Anyone who does not have friends outside of Sanctuary should stay there, build a mining opertation, and prepare their base there to produce for an extended period if they go to alioth until such time as you can come back with a proper hauler in 1-3 months that is space ready to gather the resources there or just write the free tile off altogether.

     

    Either you skip the Sanctuary experience with friends already playing or you should use that free tile to prepare for leaving Sanctuary. The least of your worries at that time is what is in a tile even though you could have made use of your time on Sanctuary to get one. If you just blindly leave you will need to go through enough progression, R&D, and player skill to get to Alioth even if that is just a shuttle you should have enough funds to get to Alioth to buy what you need with just the credits on you.

     

     

     

    The highlighted bit right here is why DU fails to attract new players. This mentality that lone new players deserve to be chained to their sanctuary tile till they 'grind' enough low hanging fruit to deserve to get off it is ass backwards. Ya know what that new player in your scenario that should just sit on their Sanctuary tile for 1-3 months to come back in a 'proper hauler' will actually do? THEY QUIT. Join an org you say? So the new player tries that only to discover that majority of orgs out there are empty with almost no one playing. They go into chat only to discover people talking about aspects of the game they have no idea about while mostly bashing the game. Maaaybe some old guard takes pity on them and puts them under their wing to try and get them settled into the game. I have done this a few times, and it's extremely time consuming, and thats only if the new player is comfortable with voice coms. Most players just can't be bothered to throw these new players more then a sentence or two of what they should try next. 

     

    You don't win new players by gating them behind such a huge progression curve they never get to see what the game has to offer before they are bored with the lot they are stuck with. Old players that are used to the game, surrounded by other experienced players, have totally forgotten what a new player experience is like, and likely have no idea what it is like now. You have friends in game? good for you! The majority of people trying DU won't have anyone! Those players are stuck with , pick up some rocks, doing some boring missions, and don't even think about industry, the ore they would use is more valuable then the T1-T2 crap they can produce. I am sure many of us can say with certainty that if we had not happened to stumble into a good group back in the beginning of Beta, we wouldn't have stuck with the game even then. Now the situation is 10x worse for new players because it's not a thriving community of players all trying to get their footing in the game, it's just a small self contained group that still enjoy it in their own orgs doing their own thing, a small group of disgruntled vets, and a barren wasteland of nothingness. 

     

    Everyone that is comfortably in a group in DU and has played for some time is more then happy to layout the 'progression' some scrub newbie should go through. Why wouldn't they be? They don't have to do it. We all got EASY MODE start in the game. We were able to play with every aspect of the game at whatever pace we decided to. We could mine ore anywhere if we got the itch to do XYZ, we could dabble in or do industry to our hearts content (I had a fairly robust factory going in 2 days of heavy playing brand new), we could experiment with ship mechanics casually because chances are we all made the parts ourselves for only the cost of time to grab the ore. None of these are true now for new players. Everything is gated, time locked, or limited in some way.

     

    The hubris of vets in the game is amazing. Games are a business, and so help me if people can't understand the simple mechanic that if a new player is cut off from the game for more then a certain period of time without something to occupy them or progress in they will quit.

  3. I don't remember ever seeing a business newsletter that was ever worth reading, so thats not unusual. One of the reasons I don't bother to generally read things like this, it's always sunshine and roses as newsletters are just some vein attempt by executives to put a 'positive' spin on how business is doing. If the dev's actually cared at all about player opinions they would be in the forum discussing things with players. They hide for a reason, they have no desire to 'discuss' changes, or take our advice, simply to shovel it out the door and decide how to react based on results. It's the old throw it at the wall and see if it sticks approach.

  4. 6 minutes ago, VandelayIndustries said:

    Anyone who has played eve for even a short time, can buy literally hundreds of frigates and lose them over and over.  DU does not have that.  

     

    And you help to validate my point about a pain-of-loss here. In DU unlike in EVE we design our ships from scratch and choose all system etc in said ship. Also in DU the ship has to be functional in relation to flying on a planet. If making a ship in DU was nothing more then picking what was on a few hardpoints / upgrade slots then it would be a different animal. Balancing a freeform ship design system in any sort of PvP environment is a massive undertaking in and of itself that I don't see NQ ever really pulling off. At least if the cost to build/replace said ship was much lower people could focus less and picking up rocks, and more on using said ships, again here DU fails because gathering resources is basically the only activity besides building artwork.

  5. Just now, VandelayIndustries said:

     

    They were hell bent on doing core sizes, so if they could figure out how to make S cores and M core and elements the go to and not just always L it would help a lot with that pain of loss. Anyone who plays this game quickly realizes bigger is better and faster, even with hauling. That's gonna be an on going issues. L cores should have a role. But not be best at everything.  Defines roles is what we need.

     

    That still won't do it, as core size cost is relative to player progression curve. You might not think a S or M core is a big deal to lose, but to newer/smaller players that may have been a major time investment or monetary investment to build and operate. I agree that L core is always better is a fault, but even balancing in this regard is not going to change how valuable a ship loss is to a player. The base cost in time/effort for a player to build/operate a basic ship is just to high. The pain-of-loss extends even to travel times for example. If someone spends 2 hours slow boating just to get destroyed in a couple of minutes they have 'lost' 2 hours of their life. This particular issue goes to what le_souriceau was saying.

  6. 21 hours ago, le_souriceau said:

    Game mostly suffers from abysmal dynamics. Everything is slow, repetitive, afk-heavy and bordering second job.

     

    So its not suprising that for 95% of former/potential players it was/will be obvious failure. Some middle aged guys with exessive ammount of free time still can enjoy it, playing with voxels, lua or hoarding virtual riches for no good reason. But there is just several hundreds of such diehard fans/fanbois. Its absolutly not enough.

     

    It is certainly true that the game loops in DU are excessively time consuming. Ranges between planets non-warp are an example of excessive time sinks, weighting advantage more and more to the 'power gamer' that you describe. Building is another example where things are needless time sinks. Anyone who ever built a L core knows what I mean, tiny chunks at a time just to lay or pick up a floor. I generally assume this is a packet size issue. This system would have been WILDLY better if we had the client side design that you can just pop into the world in a single update. They even talked about such a system once apon a time.

     

    But honestly thats more surface issues compared to the underlying fault of DU continuing to make pain of loss higher and trying to 'force' group play.

     

     

  7. I am going to try and articulated these thoughts as succinctly as possible but it's a broad concept.

     

    Working with DU general vision of a gaggle of players all living in DU, building org's, fighting over resources and buzzing with activity.

     

    The problem with this vision as it stand now is the game systems and dev direction work against it's success. Basic game theory premise: People play games for fun, the closer a game gets to a job or the higher the pain of loss, the fewer players will continue. Unlike the real world you can't 'force' players to accept excessive hardship. MMO's require a large player base to survive. 

     

    Currently the dev direction continues to try and add 'value' to things in game. I assume this is under the idea that if people care about there stuff then they are more likely to covet it , care about their efforts in game giving them reason to stick around and value their acquisitions. There is also a general push to 'force' players into groups in order to not be locked out of game content. The primary issue with this current game approach is it violates the basic game theory. Every time they make the game 'harder', or more 'group or don't play', or grindy, they lose players.

     

    Open PvP cannot exist for the vast majority of players in the game where Pain of Loss is as high as it is. Player are simply not going to spend a week or two building a ship and gathering the materials for it, only to have blown up in a couple minutes and accept that as a good game experience. No matter what the few orgs that dominate in this space think, every player they gank that leaves because the pain threshold is to high is one DU step closer to server shut down.

     

    The general effort by NQ to 'force' people to play in groups is highly counter-productive. Working together should carry advantages that encourage people to want to group as their desire to scale their game experience grows. You cannot tell players 'join an org or quit', they will choose the latter. We are 'forced' into organizations we don't want to be part of IRL all the time and players don't want or need this replicated in the games they play.

     

    Solution:

     

    The core problem for DU is that pain of loss is far to high to sustain most players in the activities that would make the DU concept work. Ore acquisition is the primary culprit here, with industry gating being a secondary but more complex. MU's could have solved this issue by making ore readily accessible to everyone, but then they hard locked what a player can produce with this charges/calibration system. You WANT players to acquire lots of territory and produce a ton of cheap ore. If this is one dedicated player or an organization is not the problem.

     

    The issue with this is the obvious lock down of vast amounts of territories by players that can never lose them so long as the bots make sure tiles are profitable. This would not be an issue if territories could actually be attacked. That would force players to defend said territories thus limiting their expansion in a more normalized way. The way to naturally curb such over acquisition as the game stands now is to remove ore bots and allow the natural ore market to make tiles unprofitable/profitable based on supply/demand. Normalize sanctuary ore distribution and remove tax for mining there to create a baseline ore production of T1 for all players. This helps to insulate newbies from being cut off from the T1 game experiences and allows players to always have some amount of ore availible for building for 'free'. You could also prevent omni factories on sanctuary by limiting industry machines to T1 level from being built on sanctuary. This would also require some level of fuel ores to be availible to sanctuary tiles since the core 3 planets T2 is so blindly rare now and would be monopolized in current form. 

     

    The net-net effect has to be to make ore acquisition prolific and cheap at least for T1-T2, ore bots artificially prevent this and prevent any 'free' or ore baseline on sanctuary form being viable. This unlocks the ability for most players to participate in the game be it via building things, building basic ships and parts, and low-tier industry. If players can make and produce basic ships for dirt cheap, then their pain of loss in PvP would be significantly reduced. It is important to consider PvP will NEVER work if the loss of a ship causes the player to much pain of loss. We don't need most ships to be valuable to encourage warfare, the future TW's over outer planets higher tier resources will give people plenty of reason to fight or risk going out there. Simply adding a metric that the org owning the most tiles on an outer planet get a cut of the tile taxes would be enough reason for major wars. People won't risk going out there if a single combat wipes out weeks of in game effort. 

     

     The common argument that ore bots are a needed faucet are in-valid in a game world where you get daily cash and have missions to gain more. You need a baseline player experience where most player can access a lot of content, with the effort and value coming from grouping, logistics, fighting for control and generally interacting with other players.

     

    Current dev game theory path is never going to reach critical mass. Pain of Loss HAS to be drastically reduced for most of DU's general concept to function. Solo players HAVE to have access to more of the game not less, and I don't mean the solo players that log in for many hours every day. If the game only ever caters to a hardcore organized group of a players thats all the game will ever have. NQ probably knows how many players they need to keep the game open, and I'm pretty sure what we have is not it, especially when NQ continues to take steps AWAY from the model that would make DU work we bleed more players.

     

    This is about as much constructive criticism as I can muster for DU. These changes could be implemented very quickly (minus the TW part), and would help to get players to return to the game or stick around. But it hinges on NQ being open minded enough to realize their current vision has to be adjusted. The more content is locked from most players without excessive effort, the more pain of loss exists, the less and less players DU will maintain.   

  8. 5 hours ago, Knight-Sevy said:

    If you want a wipe you must also request a talent reset.

     

    I may have expressed myself badly. But resetting to 0 is really NO talent point in your talent tree.

     

    Doing a wipe won't do any good without it.
    My organization will have from day 1 all the talents of industry. The only need will be to grind ore and sell it massively to the bot in order to buy the schematics and build the factories. I give us a few days / week to find an almost identical production capacity on vital items.

     

    Of course from the first day we will have pilots with maximum talents for all our trips.

     

    Not to mention that we will have all of our very high level PvP skills available as well.

     

    A wipe to give a chance to people who wish to take the belateau along the way is a big joke.

     

    I do not disagree with your general thoughts on talent points. A complete and total reset would be optimal from a 'fresh start' perspective and I would support it. That being said, so long as they just didn't have ore bots in the game it would gate your progress based on what the market would bare on your ore selling, you could still grind missions but it would gate you a bit. Another solution to this would be to have asteroids be very few and far between at game launch thus gating ore pace to MU production pacing. 

     

    Sadly the whole MU/tax system as setup now doesn't work without ore bots, so I doubt they have the foresight to ever remove ore bots. The points you raise are valid, which is why I support a total game wipe pre-release and total fresh start for everyone. The only people a total fresh start really hurts is the old guard who's entire game concept revolves around positioning themselves to be dominating from day 1 by playing Beta. It would suck for builders too, but with the vertex editor coming and such the pain of reproducing old art should be less.

  9. Any reasonable person not emotionally attached at the hip to their 'digital stuff' recognized there is a glaring need for a wipe of some sort at least at release. The idea that they would convince new players to start at the bottom when the world is already full of people with gaggles of junk on all the good ore spots from easy mode beta days is laughable. Ideally they would wipe everything, give the Beta players back their talent points as a thank you, and then reshuffle ore distribution so people can't just go right back and camp the best spots with Beta knowledge.

     

    Regardless, the one thing we can all be assured of is that NQ will still not understand that ore bots are the root of economic evil in this game. Nor will they recognize the need for properly searchable player markets.

  10. 8 minutes ago, CptLoRes said:

    I agree with most of what you are saying, but I still don't see the need to punish inactive players.

     

    If this was a free-2-play game then sure, you need to clear out inactive players. But as long as you are paying a subscription, then you are by definition active.

    So reward people for frequent logins and incentivize them to play more. But don't start punishing people for not playing "enough". That will only create animosity for the game and increase the chance of players leaving permanently and canceling the subscription.

     

    Only issue with no fee is then people will just buy up endless tiles they don't have to pay to maintain at all.

  11. Basic economics of the tiles at bot ore prices means tile owners only effectively keep 30-60% of the ore mined assuming the rest is used to pay the tax (depending on talents optimal setup etc). At least at T1. This will dramatically reduce the general ore used most likely here is why:

     

    NQ either needs to reduce the tax or make it progressive based on ore level found in tile. The latter makes more sense, and provides some value in owning 'cheaper' land. Otherwise most won't find the hassle of mining their tiles worthwhile. Some would say this is fine they can buy their ore from the market. Sure, except the only other money generation is now missions especially for newer players, a gameplay loop that few enjoy.

     

    Net-net I think this updates apparent goal to cause deflation will work, just not in the intended way. It will exacerbate the wealth gap as the flat tax favors the already established player whom has the means to find and setup on profitable clusters using alt's or whatnot to maximize production on them. These established players also have the means to more effectively get asteroid resources and setup on far flung planets. This will run off newer/casual players who feel chained down in their game experience thus reducing demand. That will cause oversupply on the market thus pushing prices down, which will eventually disincentives established player from producing or playing.  

     

    Some would say this is a normal eventuality and to some degree they would be correct even if for example we wiped. However, before this update any newb could go mine up whatever T1 ore they wanted even on Alioth and get on with exploring the building / industry side of the game. Those players are effectively hard locked into a power curve where they have to either #1 run missions for the AI, or #2 sacrifice a lot of the yield to paying taxes. Add to this they will likely be setting up on sub optimal hexes with the first movers having snatched most high production tiles puts them even further behind. 

     

    I think a lot of the negative aspects of this update could be mitigated by adjusting the way taxes are handled. Have some baseline tax like 150k/week to clear out people who don't play thats fine.

     

    Choose an option.

    A: Scale tile tax rate with ore amount contained in the tile. Aim to normalize yield via value. Have a crap tile? Thats fine, it will cost a lot less to mine / run industry on. Have a great tile, thats fine too you pay a premium for the resources.

     

    B: Have a system where beyond the basic tile tax of like 150k, each machine that is running on the tile takes quanta per hour running cost. This would apply to industry and miners. These would draw hourly from the tile 'wallet'. This option would actually be better a deflating excess currency and apply a higher tax to more expansive players. Apply this to system to space cores as well.

     

    Either option.

    Remove the charges / calibration mini-game, it was a better idea on paper, in practice it's a forced log-in annoyance to most. Your limiting the number of miners a player can run solo sure (without alts), but goal should not be strangle ore production. Ore is the only thing that enables people to play the game, if you strangle it's production rather then letting people who choose to invest the time and effort to setup a mining empire all you do is make people do less in game and eventually leave. 

     

  12. 7 hours ago, JayleBreak said:

    No what it does and what its principle reason for being developed (yes some people were asking for something like this but that had nothing to do with why this feature was introduced) was to reduce the recurring operational cost of the game to make it more likely that the lights can be kept on. And for those who are about to respond that the lights should be turned off - go play another game, I won't miss you - I promise.

     

    Get ready for Cores to get taxed next, I can only imagine how much operational savings it would give them to have people only able to afford to have a couple personal cores and maybe 5-10 org cores

     

  13. 10 hours ago, Aaron Cain said:

    you can laugh but probably if they kept true to their word DU would not feel this empty. it is also practical not to fly for a long time to other planets still i dont expect them to be placed closer together. Also practical to delete schematics, or to make resurection hubs also in transporter hubs so you can practically move between territories. But in the end almost all the things proposed in the forum have never seen the light.

     

    IT's hard to say, but it is pretty easy to see the more strangles they put on the gameplay loop the more players they lose. When beta started it was utter easy mode compared to now, thus we had a lot more player happily going along making their own stuff, mining, building ships and whatnot. Now it's suck a 'job' to accomplish anything in the game world only a the few diehards in established orgs even bother because they are already at the point of being able to do whatever they want.

     

    I don't care what 'new player' experience changes they make, the grind from zero to being able to do anything of consequence will drive off players in droves ... if droves even bother to try the game. And thats before those players would even come to realize the established players are so far on the power curve they will never compete in PvP etc.

  14. 5 minutes ago, Walter said:

    I lived on Sinnen for all of Beta and made my living out of Malachite that was plenty available there. Then we get Demeter and of sudden Sinnen has no Malechite instead it gets Limestone why was this a needed change? We have now fewer planets with copper ore. I can sell Limestone now yes I get it, but this change wasn't asked for. And yes for us living in the outer planets it would be welcome help in self-sufficiency instead of making us dependent of T1 from elsewhere.

     

    Why should you be self sufficient if the inner planets don't get to be?

  15. 36 minutes ago, Zeddrick said:

    If we all start from scratch, a few organised large groups will pool their efforts and be back up and running in a small number of weeks (perhaps by no-lifeing skittle collection until their eyes bleed and pooling the results!).  They will then get the jump on everyone else with scanning, asteroids, PvP capability, etc and will completely own the economy.

    Everyone else will be complaining about how unfair it is, accusing them of using some nameless exploit or other and asking for another (at least partial) wipe to put it right again.

     

    Convince me I'm wrong ...

     

    Don't really have to , dedicated group will always gain advantage. The real question is if everyone else feels they are shut out from most of the game. Unlike the real world where they have to plod along regardless of the centralization of wealth/power, in a game they just quit paying. A few active groups won't keep the lights on and then everyone loses out.

     

    In total fairness to NQ, this was always going to be a problem even if DU had managed to become popular. There is no content for anyone outside those large groups, no game loops for small players to enjoy. No NPC's to go hunt, market participation is now heavily gated behind a giant pay wall of schematics, territory ownership to creating a mining business is now heavily gated to who gets the most scans the fastest.

     

    The problem was always going to be there. The problem is all these changes by NQ only make the disparity and power gaps worse. 

     

    Plus don't discount how many of those 'large' groups would just outright quit if they lost all their easy mode assets from earlier in beta.

  16. 11 minutes ago, Warlander said:

     

    When I joined the game I mined rocks for like 20 mins then started digging mines so I didnt know what it was capable of producing since obviously voxel mining was a better system at the time. Or that I only really mined rocks while I wated for orgmates to sell or grabbing enough to make some scrap if I didnt see any top level ground mines if I dinged an adjustor or something. Now that I had to put my mining exp into MU calibration talents or MU PDs and now have to wait for my talents to catch up to T3 mining over the next 24 days supplimenting ore with rocks made me curious on how much you can actually pull per day while we set up mining rigs and adapt one of our ships for asteroid mining or picking up a DSat.

     

    Scoff all you want but turns out you can pull 100kl a day in ore, 15mil h, and get 12-15kl malachite, 10-12kl limestone (that you cant even get on planet anymore) and its pretty much on par with what was in each tile in terms of T2 I was getting on average. Sure im not getting the 400-600kl I was getting daily but considering I can pull 100kl and then get an additional 40kl with mini games ever 35 hours its almost a containers worth with every round of charges. If the rocks were better than 20L per rip with a variety or rock sizes and amounts, used mining talents with harvesting, or didnt despawn up to six rocks around me every time I harvested 1 rock I think I could have pulled 150kl per day.

     

    And again scoff all you want but in any other MMO mining rocks IS the gathering system in pretty much 99% of the games on the market so /shrug. Im used to it so I dont see the big deal.

     

    Well I would counter point that there were a lot of people in game who loved hunting for and mining out ore. They have effectively removed that entire playstyle from the game in favor of an overtaxed afk mining production. So really all this update did was remove a playstyle from the game. Those same players are not going to wander around clicking rocks over and over and be satisfied.

     

    DU is now more then ever a game that "you can achieve anything --- so long as your willing to tolerate mind numbing repetition".  

  17. 34 minutes ago, Atmosph3rik said:

     

     

    As a builder I'm going to have to disagree with that completely.

     

    In the last week I've seen tons of awesome mining rig builds.  I haven't even had time to build one myself, but i'm looking forward to it.

     

    As for large scale builds.  Just filling one L core with something meaningful is an insanely huge project for one person.  If i ever manage to build something that fills all five of my HQ tiles i think at that point, I'll be ready to try building a space station.

     

    I would imagine they probably discussed a hard limit on how much land/space we can claim.  I don't think that would have seemed all that unreasonable, if it had been what they decided to do from the beginning.  Having no limit at all was pretty nuts.

     

    I think having a soft limit that you can pay to exceed with in game money is a pretty good deal.

     

    Ok , and what is the purpose of spiffy looking mining rig 'builds'? The answer is nothing, a flat platform with holes is all thats needed. They are just going to be scattered around so the surface of planets look like they have freckles. It's not like your really going to be motivated to spend $ on some 'nice' looking mining platform just to have it off in the wilderness where no one goes.

     

    If you fixate the game from your "my 5 HQ squatter solo tiles" is all the territory anyone should ever want or need then your playing a different game then I am.

     

    Territory hard limits? roflmao , there are not enough players to make use of 1 planet in this game never mind the ocean of useless territory out there.

     

    Yes, there will always be some creative builders out there that get all excited about making some shinny new 'art' in DU, thats part of the games appeal. 95% of what they make has zero practical purpose in game.

     

    This update is going to destroy a lot of the bigger org construction projects that existed in the game and disillusion the people that spent those countless hours you mention to fill large cores with builds. I myself was one of them. I am glad that you are happy building whatever you build in DU, good on ya. Most builders I have known in game barely participate in the game outside of using it as some game form of Blender. That group will not sustain the game. 

  18. 11 hours ago, Msoul said:

    These devs put their heart into this game and do not deserve to be ridiculed like this. Please reconsider how you frame your argument. Its fine to be critical of NQ itself, but these are people that deserve our respect. I have seen countless examples where they have gone above and beyond to advocate for the playerbase and fix issues on their own time.


    Hate the game all you want, hate the company all you want, but please give the individual devs your support. They need it now more than ever.

     

    I don't think this was directed at me specifically since I never named any individuals, that being said you cannot separate the individuals from the 'company' so easily. This is not some Amazon and people are bagging on some poor delivery driver. This is a creative team. The player base doesn't need 'advocates' (especially obviously ineffective ones), the playerbase needs design decisions that makes sense. If the creative 'team' that is NQ cannot manage to see glaringly obvious faults with systems they implement they deserve to be called out on it.

  19. Feedback is simple, your update is poorly thought out. I'm not sure what the dev meetings must be like over there at NQ but let me make this KISS for you folks:

     

    Currently:

     

    Zero reason to build anything period outside of a ship. Especially now with your well thought out brutal tax on any grand building ideas creatives might have ever had for POI's. 

    PvP that most hate and even the PvP'ers have to admit sucks in it's implementation, never mind completely broken risk vs reward balance

    Player based economy is a joke with your constant meddling with bots & refusal to let players setup markets

    Industrial gameplay that was put out of reach of all but groups or highly dedicated no lifers with endless time on their hands

    Gigantic game world that is so sparsely populated deserts in the real world seem to team with life by comparison

    Asteroid mechanics that defy game design logic in their implementation (I mean really is it THAT hard for you to spawn roids randomly and continually like literally every space game with mining ... ever?)

    Completely broken organization tools that make managing any group harder not easier. 

    Mission system that could have be automatic and really helped the game world when it comes to posting / payouts , instead is a hot mess of must be present hand shaking nonsense. 

     

    I could go on honestly, but EVERY single time you people do an update you overcomplicate everything and make it a nightmarish chore, rather then simply go "here are auto miners, enjoy". Asteroids same darn thing, couldn't just create a asteroid belt in the game and have rocks spawn randomly for period of time, part in the safe zone part out? OH NO , you had to make even something simple like digging a rock the most arse backwards design of all time. 

     

    *sighs* I am not sure what your grand vision for DU is anymore , but it certainly does not contain the word 'fun' for most people. Every update makes the game more grindy, more work, less reward. The only joy people seem to have anymore is sitting in Discord / Forums talking about game theory of what DU might have been if it wasn't what it is.

     

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